Hi ,
My ever demanding builders have asked me to code in a hunt extension to
the track skill. I though the easiest way of doing this was to add it as
a spell which sets an affect flag AFF_HUNT , then to call the existing
track from look_at_room in act.informative.c ? Any pointers on how I could
do this final call ( I have the rest all in place , finally :P ) ? To
confuse matters slightly : - In the place of that final call to track I
put a send_to_char , just to test that the flags and everything were fine
, but sure enough , it doesnt work :( , if I stat the character after
casting the spell , the affect flag should show up right ?
/FROM MEMORY ON
af[0].bitvector=AFF_HUNT;
af[0].duration=10 +level;
accum_duration=TRUE;
break;
/FROM MEMORY OFF
The idea seems sound , at least to me ;) , anyone have any advice on
whether I'm making any serious logic /coding errors anywhere ?
Thanks,
Allan.
/-----------------------------------------\
| Allan Houston |
| Internet Africa National Support Centre |
| I am a freeBSD user |
| Email: ahouston@iafrica.com |
| Elenia Mud :link.freebsd.os.org.za:4000 |
| http://link.freebsd.os.org.za/~ahouston |
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